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[11D] Hotel not Hostel get it right

Thanks allowicious! I hope to at least get past my highest placement so far, which is VLDC5 at 27th place.
beep
<blm> zsnes users are the flatearthers of emulation
thank you gratitude pokemon

Anyways one more update, this time mostly for the secret exit. If you've played it already, what I changed is
the palettes, making the leve darker. I took out the background windows as well, so now you only see the faces. The second half of the basement also has a spotlight now, and in turn is updated a bit to be shorter and easier because of the lesser visibility than before. The nicest part has been tweaked a little more.


So yeah. Again feedback is appreciated, especially for the secret exit. It seems consensus it's a lot harder than the normal exit.

DOWNLOAD (also found in the post with all the gifs)
Tried messing with the palette.



It looks cool in my opinion.
nothing to say

Layout by RanAS
Took the original's zsnes background, and Lui and I thought it looked neater. Tell me what you guys think though.

The purple background fits with the walls, so it looks better indeed.
Yeah. Was trying to decide between blue or purple earlier. Blue makes the orange pop out, and purple works well with the dark red better. It also fades into the background more, so I kept.

I changed the entrance palette as well, accordingly to make it fit with the level more.



I haven't changed much in the level design. Out of the 20-something people who have downloaded the bpses I've only heard from 5. Wanna hear more for some people before I send this in.
It seems like I've fixed everything I can for the normal exit. I didn't want to do this originally, but here's a video of the level's normal exit.

All I need now is feedback on the secret exit. I haven't had much feedback on that, I don't want to spoil it by posting a video or screenshots.

All feedback appreciated.

Hotel Final Draft #4
What track did you used in this hotel level frost?
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
Darude - Sandstorm
Another update. Download.
Ah god I love this level. I'd soften the new colors some & increase the contrast for the purple walls, but regardless it is still great. btw, can you make those BG lights act as a ledge rather than cement block? It threw me off the first time I encountered them.
oops sorry for being late! ;_;

Holy shit, this level was awesome. I love the design, how you intoduced the player to distinct level design variations and approached every one of them to its full extent. Some of the gimmicks you used in this level surprised me: specially the chain platform blocking the wall-triangle running. I love how the alternate path is the total opposite to the main level: the gloomy atmosphere it sets is amazing. The length is perfect, the tileset and aesthetics in general are very good (nice chucks).

I did find some minor issues:

nice?


I don't know if this is just me, but this section was kinda punishing at first. I would remove a porcu-puffer raven-propelled muncher or however-the-fuck that's called.


This part did cause me some issue once where I fell off even with enough speed. Probably me being stupid (didn't happen in the second one) but thought it was worth mentioning.

Overall, a great level! Really fun to play and mantains a flow on difficulty and gimmicks. This deserves to place high.
Originally posted by Erik557
oops sorry for being late! ;_;

No rush!

Originally posted by Erik557
Holy shit, this level was awesome. I love the design, how you intoduced the player to distinct level design variations and approached every one of them to its full extent. Some of the gimmicks you used in this level surprised me: specially the chain platform blocking the wall-triangle running. I love how the alternate path is the total opposite to the main level: the gloomy atmosphere it sets is amazing. The length is perfect, the tileset and aesthetics in general are very good (nice chucks).

Thanks a bunch!

Originally posted by Erik557
I did find some minor issues:

nice?

Yeah. Tile 1EB (the tile you need to have under the purple triangle) has wonky interactions with sprites. I'd fix it, but personally I find it super hilarious. Shouldn't affect the game play really.

Originally posted by Erik557

I don't know if this is just me, but this section was kinda punishing at first. I would remove a porcu-puffer raven-propelled muncher or however-the-fuck that's called.

Not just you. I eased up on the sprites after a couple of people told me how punishing the level can be. I took out the sideways spikes, and now there's only three Pidgit-Delivering-Muncher-Puffer (i dont know what to call them either) there.

Originally posted by Erik557

This part did cause me some issue once where I fell off even with enough speed. Probably me being stupid (didn't happen in the second one) but thought it was worth mentioning.

Yeah. Hold Jump+Run when you do 1 tile runs.
And I should mention I fixed a ton of issues with the lower path. The spikes at the beginning part have been take out, aside from ones you can clearly see, and I took out the behind-the-wall jumps and the big run of the second part. I don't know about your playthrough, but people said the lower path's first area was kinda dull and too long.

Originally posted by Erik557
Overall, a great level! Really fun to play and mantains a flow on difficulty and gimmicks. This deserves to place high.

Thanks a bunch, Eric! Really glad to hear this!

One last thing though, what do you think about the "nice" area?
I've already fixed certain jumps, and change the candle flames to give them more of an accurate graphic to show its hitbox.

Again, thanks a ton for the feedback! Especially how this probably took you a while, since most everyone who has played this needed a ton of time.
nice.

your level was really interesting. You used really cool gimmicks and the visuals were good.
I enjoyed playing the level, but I had the feeling that it was too unforgiving in some places (especially the wallruning sections and the nice part of the secret exit).
Those may be alright to others though. I'm not the bester player.

Besides the difficulty I only had a few minor nitpicks.
There's a coin trail leading right in a hole were you get the second p-balloon. I thought that meant I could jump there and I died...
Might be better to remove it, because it is fairly obvious where to go after getting the balloon.
I also have to agree with allowiscous that it is really surprising that the lanterns act like a cement block. I would also recommend changing those to tile 100.
The last thing I noticed is that the animation of the the reappearing boo face isn't in sync. You should fix that by fiddleing with the animation slots.

Otherwise this was great.
Good luck #tb{:]}
My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by NGB
nice.

nice.

Originally posted by NGB
your level was really interesting. You used really cool gimmicks and the visuals were good.

Thanks!

Originally posted by NGB
I enjoyed playing the level, but I had the feeling that it was too unforgiving in some places (especially the wallruning sections and the nice part of the secret exit).

I took out the second puffer in the first wallrun jump section. It now looks like this:

As for the second wallrun, I'll keep it the same. Yeah it's a matter of skill at that point. I tried making that end section a sort of grand finale.
As for the nicest part of the level, I've alleviated some difficulty people have had with it, as well as made certain obstacle less waiting.

Originally posted by NGB
Besides the difficulty I only had a few minor nitpicks.
There's a coin trail leading right in a hole were you get the second p-balloon. I thought that meant I could jump there and I died...
Might be better to remove it, because it is fairly obvious where to go after getting the balloon.
I also have to agree with allowiscous that it is really surprising that the lanterns act like a cement block. I would also recommend changing those to tile 100.
The last thing I noticed is that the animation of the the reappearing boo face isn't in sync. You should fix that by fiddleing with the animation slots.

1) Err, I'll put one or three coins there still, just to be safe.
2) I am guessing that both of you were met with death at the start? Hitting your head and getting hurt from the chuck? I put those lamps up higher, and put a third on in the middle, so that the player can bump their head and recoil safely. If I change it to tile 100, certain set-ups can be bypassed, and with the light strewn around the entire level, I'm not too sure if I'll be overlooking some way to bypass the level if I change it to tile 100.
3) Yeah I fixed that already.

Thanks a bunch NGB!
exactly. moving them up should cause the player to learn that later in the level, where he might not be in such a situation, so I guess that's another valid solution #tb{;)}

I'm very excited to see the final version in the collab #tb{:]}
My Youtube channel

Currently working on:
Project C

Finished project:
PSA

Have you found yourself unable to deal with pidgits carrying around munchers? Do you always get hurt, or worse, die? Well then git gud remember the following things about the sprite:

1. Do not panic when you see one. Which means don't run around back and forth because the porcupuffer follows the camera. It will only make things harder for you.
2. You can spin jump on it.
3. They respawn easily. This means any slight movement of the camera to a screen containing a puffer will make it spawn.
4. The safest place for a porcupuffer is for it to be above you. Depending on how high the porcupuffer is above you, you can do the following things:
5. Walk slightly to its the opposite direction it is "swimming" in. The porcupuffer has a slight delay in turning around, so you can easily walk past it then simply jump/run up a way when you can.
6. Wait for it to go down, and spin jump on it at the most opportune moment. Careful to spin jump off it once it's close to the ground, so you won't get hurt by it.
7. Anyways, its bottom hitboxes are a little wonky, and can't hurt. Only for a small amount of it, though, so be careful.
8.
Wall running is very buggy. Certain sprites will not hurt you if they placed correctly, and you can run through them.

9. All chucks in the vicinity should be rid of as quickly as possible. The level is made so that every chuck can be killed with enough time.
10. That being said, don't let chucks from screen before follow you. They only complicate things.

Now you know how the porcupuffer works! Which honestly is basically just not panicking around them so git gud